--- Log opened Mon Sep 10 00:00:32 2012
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01:05 < Zaggy1024> >:(
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01:29 Hello
01:33 Deiz: Are you going to redo formations this release?
01:47 Maybe
01:47 But it seems like the whole concept needs a re-think
01:55 Ok
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02:00 stwf: Hey
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02:21 < stwf> hi k776
02:21 < Cerridan> hello everyone
02:21 stwf: How's it going?
02:21 < stwf> alls well here, thanks
02:22 < stwf> At the moment I'm not sure about the sound code, I haven't seen any confirm/denies on the last fix
02:22 < stwf> How are you?
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02:24 < Cerridan> just fixed the AI labeling ticket, if one of the devs wants to go over and check it out
02:27 < Cerridan> #1586
02:31 < stwf> k776: my wife and I were looking into a trip to Australiz and NZ this Christmas, but it is sooo explensive!
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02:33 stwf: I'm good. Just got over a cold. And back to work
02:34 Ah, expensive, but worth it
02:34 * k776 is biased ;-)
02:34 < Cerridan> stwf: Ah, so you'll be enjoying the summer down there eh
02:40 < stwf> I know, perfecet escape the winter up here, but airfare was over a thousand dollars, ouch
02:41 < Cerridan> that's why you make the most of your time on a vacation :)
02:46 < stwf> Cerridan: We may save it for when we have a longer time to enjoy it
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02:58 < Spahbod> k776: Is it ready now? http://trac.wildfiregames.com/ticket/1582#comment:21
03:01 Spahbod: You'll need someone like Deiz to review it first
03:01 Cerridan: You too (re: #1586)
03:02 < Spahbod> k776: it was reviewed before by wraitii. although in irc.
03:02 < Spahbod> it is just a cleanup suggested by you (and Deiz)
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03:22 Spahbod: You're looping through everything before doing assignment
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03:23 Loading without data and 3 AIs results in all AIs having the name 'Player V'
03:24 < Spahbod> Deiz: what do you mean "without data"?
03:32 With just the latest patch, not the civ names zip
03:33 < Spahbod> But you should have the civ datas :D
03:34 < Cerridan> well, feel free to review 1586, i'll respond when I can, but for now I needa go get some sleep
03:34 < Spahbod> But that can be fixed
03:34 < Cerridan> cya guys around
03:34 Night
03:34 Cerridan: I'd sort by name as fallback
03:34 < Spahbod> good night
03:34 < Cerridan> k, i'll implement that when i get time tomorrow
03:35 < Cerridan> (hopefully if memory doesnt fail me)
03:35 < Cerridan> 'night
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03:36 < Spahbod> Deiz: anything else?
03:37 Not that I can see
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03:46 < Spahbod> k776, Deiz: I fixed it to show the name of the faction instead of "Player" to fix that issue. Shall I commit?
04:05 Post another path with the bug fix
04:05 *another patch
04:07 < Spahbod> done
04:09 < Spahbod> k776: although it wasn't a big change.
04:09 line 772 is very long and ugly
04:09 < Spahbod> its your own suggestion :p
04:09 Spahbod: Issue is still there
04:10 Um, I don't think so
04:10 var civAINames = [ civ.AINames for each (civ in g_CivData) if (civ.SelectableInGameSetup !== false) ];
04:10 You're iterating over all players first
04:10 Which means if two AIs end up with the name 'Foobar'
04:10 They'll both be 'Foobar II'
04:10 Instead of Foobar I, Foobar II
04:10 < Spahbod> no
04:10 No?
04:10 < Spahbod> they'll be Foobar and Foobar II
04:11 < Spahbod> that Player stuff was because we had 4 "Player X" before
04:11 < Spahbod> so it was changed to Player V
04:11 Line 808 is too long as well (make the array above it to shorten it)
04:11 The patch still seems quite complicated
04:12 < Spahbod> Well, it is only ~60 lines including comments and empty lines
04:13 < Spahbod> There is another way but I'm sure you won't like it. We can put all the names into a separate json file. It'd reduce the line into ~30
04:16 < Spahbod> ^lines
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10:40 < FeXoR> What's faster: a small self-recursive function or a loop of the length of the recursions?
10:40 * FeXoR guesses the loop.
10:41 < FeXoR> Oh, in javascript
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12:24 < FeXoR> What's the simplest way to determine a function calls time needs?
12:25 < FeXoR> Again in javascript...
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13:24 < FeXoR> Hm... log("uneval(getFieldValueByCoordinate(vectorField, addCoordinate)) = " + uneval(getFieldValueByCoordinate(vectorField, addCoordinate))); -> uneval(getFieldValueByCoordinate(vectorField, addCoordinate)) = [6, 1]
13:24 < FeXoR> but: var addVector = getFieldValueByCoordinate(vectorField, addCoordinate);
13:25 < FeXoR> log("uneval(addVector) = " + uneval(addVector));
13:25 < FeXoR> -> uneval(addVector) = (void 0)
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13:33 < Spahbod> forum is down
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14:46 < FeXoR_> Forum is still down...
15:01 < FeXoR_> Forum back...
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16:47 < FeXoR_> Bad naming: beach_scrub_50_.dds should be named beach_scrub_50.dds (remove the appending "_").
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17:17 < Almin> stwf?
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17:44 < stwf> hi almin
17:44 < stwf> Almin
17:44 < stwf> whats up? Did you get a chance to trythe new code?
17:47 < Almin> ammm....there is no bug.... / אמתלה / תואנה / Sorry! : I am the bug! ;)
17:48 < Almin> The problem comes from my sound setup on my desk!
17:48 < stwf> The hissing noise problem?
17:48 < Almin> Yes
17:48 < stwf> no problem, thats good news! What was the issue? I think some others had reported a problem too
17:53 < Almin> No I don't think their problem is related to mine. I've got several cables, adapters and switchs and the sound signal from my notebook just wasn't strong enough until it arrived at the headphones. So the problem was physical, not on the side of the software...I realized a litte hissing noise during my regular usage, too, but in 0 A.D. it was ways heavier and I therefore didn't found the connection. Sorry for finding no bug ;)
17:54 < Almin> I have to clean up my sound-setup a little...but thanks for trying to help me!
17:56 < stwf> ok, no problem. Are you using the latest code?
17:56 < stwf> Does this explain why you didn't have a problem with the old revision?
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18:08 < Almin> hmmm...I'm now using the latest code, but you're right with the old revision...that's weird....now that confuses me
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18:17 < stwf> Almin: lol, its all confusing! Anyway would it be safe to say that you don't hear the hissing with the new code?
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18:22 < Almin> Yes it would be safe!
18:22 < Almin> (Apart from my own sound setup on the desk) ;)
18:23 < Almin> Means, if I plug my headphones directly into my notebook it sounds just perfect! Thx for evertything you're contributing!
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18:24 < stwf> Almin: thats great news, thanks
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18:37 * Zaggy1024 doesn't really like the idea of splitting the repository in two, since then he couldn't just compile the game whenever he wanted
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20:03 < alkazar> multiplayer anyone?
20:03 < alkazar> FLHerne and I would love to have 2v2 instead of 1v1
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22:28 < Geek377> Hey guys is that territory boundary line bug still around?
22:28 < erik_feneur> Which one? The one that sometimes means there are "holes" in it?
22:28 < Geek377> Cause I found something quite intresting...
22:28 < Geek377> http://cl.ly/image/3i2G3e050j14
22:28 < Geek377> I think it just went crazy there...
22:28 < erik_feneur> Oh, that was pretty extreme :P
22:29 < Geek377> I know :)
22:30 < Geek377> Hmm just realized we have to update all the plugins before we release the site :(
22:30 < erik_feneur> Better to do it before we release the site than after ;)
22:31 Wow, I like that territory border ^_^
22:31 * k776 wonders if myconid's sim time stuff for the graphics can be used for animating territory border changes
22:31 i.e. slide borders into place
22:37 < Geek377> I like that idea :)
22:37 < Geek377> brb...
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22:46 < Geek377> Did you guys see FeXoR_'s new map? Erosion?!??
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23:05 < Geek377> erik_feneur: What do you mean when you say changing the menu completely?
23:05 < Geek377> Different backgrounds? Different styles?
23:07 < erik_feneur> Yeah, something like that. As it is now I don't think it's possible to have the text much larger or it will end up covering the "end pieces" and that will not look good + can be hard to read with letters covering the transition from plan middle part of the background to end pieces.
23:15 < Geek377> Perhaps a new background could go well.
23:16 < Geek377> Something that matches the new tiles Pureon made.
23:18 < erik_feneur> Maybe. Personally I'd probably best prefer a completely "textureless" background for menu items, but I understand that that might be a bit bland for a web site dedicated to a computer game :) But yeah, I think it's probably best to give up the idea of trying to emulate the in-game menu.
23:18 < erik_feneur> That's about twice as wide after all =)
23:23 < Zaggy1024> k776: I wonder what the bugged-out sharp edges would look like if it were animated :P
23:23 < erik_feneur> Zaggy1024: Only the transition should be animated though :)
23:23 < Zaggy1024> What d'you mean?
23:24 < Zaggy1024> The animated frames would use the same code to make the lines, I'd assume
23:25 < erik_feneur> You build a new building that changes the shape of the border --> the border moves to the new location instead of changing to it immediately as it is now. Once it's there there should be no reason for it to move around though.
23:25 < Zaggy1024> I know
23:25 < Zaggy1024> I mean that the sharp edges would look really weird *when it was moving*
23:26 < Geek377> hah... yes
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23:26 < erik_feneur> Yeah, that's why I had the word "though" ;) I meant that the end result wouldn't be much weirder than it is now, at least not compared to if it was constantly moving ;) Having those shapes flicker to and fro over and over :P
23:27 < Geek377> erik_feneur: I agree with the minimalist ideology so yeah...
23:30 < erik_feneur> Geek377: Good ;) =) It's also a good way to lessen the risk that something looks dated, have something too embellished and it looks dated soon, something simple and it will always look good.
23:30 < erik_feneur> (It's easier to do something cool with a ton of effects/bells and whistles/shapes and colors/etc though, and harder to do something simple that looks great :) )
23:30 < Geek377> I know :p
23:36 < Geek377> I'm going to rewrite the whole menu, its so crammed and hacked and just terribly put together. So don't panic if it disappears all of a sudden :p
23:36 < erik_feneur> :)
23:37 < erik_feneur> I'm going to bed soon (am just writing a reply to that long review post thing :) ), so no worries for my sake :)
23:38 < Geek377> Heh... thanks for the review :)
23:39 < erik_feneur> Ah, yeah, review is a common word. (just for completeness sake I was referring to http://www.wildfiregames.com/forum/index.php?showtopic=16534 in this case :) )
23:39 < Geek377> lol...
23:39 < Geek377> Yeah I read the whole thing :p
--- Log closed Tue Sep 11 00:00:40 2012